entity - name of the entity to be rotated pitch# - angle in degrees of pitch rotation yaw# - angle in degrees of yaw rotation roll# - angle in degrees of roll rotation global (optional) - true if the angle rotated should be relative to 0,0,0 rather than a parent entity's orientation. False by default. |
Rotates an entity so that it is at an absolute orientation. Pitch is the same as the x angle of an entity, and is equivalent to tilting forward/backwards. Yaw is the same as the y angle of an entity, and is equivalent to turning left/right. Roll is the same as the z angle of an entity, and is equivalent to tilting left/right. See also: dxTurnEntity, dxRotateMesh. |
; dxRotateEntity Example ; -------------------- dxGraphics3D 640,480 dxSetBuffer dxBackBuffer() camera=dxCreateCamera() light=dxCreateLight() cone=dxCreateCone( 32 ) dxPositionEntity cone,0,0,5 While Not dxKeyDown( 1 ) ; Change rotation values depending on the key pressed If dxKeyDown( 208 )=True Then pitch#=pitch#-1 If dxKeyDown( 200 )=True Then pitch#=pitch#+1 If dxKeyDown( 203 )=True Then yaw#=yaw#-1 If dxKeyDown( 205 )=True Then yaw#=yaw#+1 If dxKeyDown( 45 )=True Then roll#=roll#-1 If dxKeyDown( 44 )=True Then roll#=roll#+1 ; Rotate cone using rotation values dxRotateEntity cone,pitch#,yaw#,roll# dxRenderWorld dxText 0,0,"Use cursor/Z/X keys to change cone rotation" dxText 0,20,"Pitch: "+pitch# dxText 0,40,"Yaw : "+yaw# dxText 0,60,"Roll : "+roll# dxFlip Wend End |